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This is the discussion thread for an article on GTPlanet:
B- Spec????This is the discussion thread for an article on GTPlanet:
Polyphony Digital Helps New AI Deep Learning Study Using Gran Turismo
A new paper posted to the arXiv research repository has demonstrated the possibility of teaching AI how to race in Gran Turismo using only the same visual cues as human drivers...
This for me would be its most impressive and desired feature added to a GT game. I really hate rubberbanding as it makes the game arcadish and we already have tons of games like that. If Gran Turismo is to be called "a real driving simulator" then enhance its artificial capabilities. This also applies to the extremely slow AI in GT Sport. Even in Professional mode it's too slow and boring.It’s very good the AI is based on human like behavior and limited to the same physics instead of artificially increasing the pace beyond what the car/tires/surface allows as some games (including GT) often implement.
I agree, leys hope PD has fixed the penalty system for GT7If it improves the AI in GT then it can only be a good thing.
Exactly. For me, Beside the lap time, what the game need its a more human AI behavior. Not breaking in the midle of the turn and then existing it like an harpoon missile, for example. The gt AI has bad behavior long time ago. This improvement its in my wishlist!Great news if sometime in the near future we can see it implemented in GT. 3,3sec slower than the top10% is still slow for me but progress is being made, hopefully.
It’s very good the AI is based on human like behaviour and limited to the same physics instead of artificially increasing the pace beyond what the car/tires/surface allows as some games (including GT) often implement.
Ai - Spec !B- Spec????
🥰🥰🥰🥰🥰😍
Will the majority of players(which seem likely to be casuals) shift at the redline no matter what the power curve would suggest?I fail to see any inkling that any of this will find its way into GT7.
Will the AI still shift each car at the red line in GT7, no matter what the power curve would suggest? (If the answer to that is yes, you can already put the PP-system in the bin)
Edit: Maybe a word of explanation - PD says that the PP figure will be determined by the game's AI running the car a number of times around (a) track(s). If the AI is shifting at the wrong times, this will produce slower lap times for certain cars and therefore inflated PP values.
Sport's AI are acceptable if you control performance of your car (grip, power and weight) enough that it evens the odds of winning. If your BoP overwhelms the AI, then it lowers the thrill value of not knowing if you will win or not. Sport League events definitely can be set up for having fun.I want to be excited for this news, however the AI is really only important to me in the beginning as that is when I spend 99% of my time against the AI. Which means it has to be a day one thing to get the most benefit (and if it's well done I'd come back to the races again later) and I see this a highly unlikely. If Assetto Corsa Competizione can put together solid AI, why can't PD who have been doing this since like '97? shrug
Jerome
In FH5, AI is just plainly cheating. At least, it's fast but too fast. GT7 without a great AI will be a failure for many players, there is no point with a career mode so far with the GTSport AI (and GT6 and GT5...).This for me would be its most impressive and desired feature added to a GT game. I really hate rubberbanding as it makes the game arcadish and we already have tons of games like that. If Gran Turismo is to be called "a real driving simulator" then enhance its artificial capabilities. This also applies to the extremely slow AI in GT Sport. Even in Professional mode it's too slow and boring.
That was just for one experiment. The first experiment the AI was faster than any human driver.Great news if sometime in the near future we can see it implemented in GT. 3,3sec slower than the top10% is still slow for me but progress is being made, hopefully.
It’s very good the AI is based on human like behaviour and limited to the same physics instead of artificially increasing the pace beyond what the car/tires/surface allows as some games (including GT) often implement.
It wouldn't be that strange to run it for every track. That's basically the essence of "machine learning" which is central to every modern AI model.Yeah I'm not convinced this is anything other than an academic curiosity to be honest.
No home console is going to be able to run the AI learning simulations live, for 16 cars on track.
That means running the simulations in advance, for every car+track combination in the game. And that's before accounting for weather, tyre/fuel and tuning. And that's just for a car running on its own on track, not driving against human players. It's gonna take a huge amount of time and the algorithm would probably fill the whole game disc on its own.
Other games managed to make fast challenging and reactive AI for years now without resorting to machine learning. It can be done, just a matter of whether PD wants to or not.